Thank God. The absolute worst thing about this expansion for me has been healers
who are literally harder to kill than raid bosses. I feel like quitting if I see more than
two healers in a bg on the opposite team.

I have played all of MOP without a single CC as a frost DK without any problems. CC is not needed to kill opponents.
smart use of silence and grip to interupt ehals is the key to beat healer teams (for DK) for example.

DKs are weird because Necrotic Strike is effectively a CC without a DR - if I write it as "prevents the enemy healer from healing for X seconds" it sounds like a CC, but it also describes Necrotic Strike - and it doesn't DR. With that said, I'd count Asphyxiate, Strangulate, Remorseless, Gnaw, and Mind Freeze as CC's - good use of Chains of Ice (around LoS) is also a potent CC potentially.

@Topic:

WoD's new pvp design is interesting because - as some people have suggested - it will have parallels to TBC. The best comps - based purely on what little we know - are likely to be melee + ranged + healer, and/or pressure comps. I think that this aspect is good, and I'll explain why using some comp stereotypes:

Melee + Melee + Healer: when these comps do well, arenas are unskillful - you pick a target you can have high uptime on and tunnel it until it dies, no teamwork/cc chains, no great coordination, just a mountain of damage and stuns and interrupt spam - it feels mindless to play and its frustrating to play against because it feels like 2v3, and teamwork on both sides feels absent

Ranged + Ranged + Healer: when these comps do well, CC spam makes everyone cry - comps like MLD, MLS, and LSD are excellent examples - since mages and locks are present in almost all of these successful comps - the CC spam they can combine is usually the central theme of these comps - and it can feel almost as mindless as melee+melee+healer comps - they don't need to coordinate their CC chains because they have so many DRs to play with: not fun, not skillful.

Melee + Ranged + Healer: these are usually the most interesting comps - and the comps with the most potential for balance (obviously sometimes KFC is broken, or RLS, or etc). What I mean by that is, that when these comps work - they combine a good enough amount of CC and coordination to run an effective CC chain - but not enough to permanently chain-CC the entire enemy team into the ground - they can sit the melee on an enemy healer to create pressure, or they can sit the melee on an enemy caster to play defensive - but they can't do both at once - and they can't both create pressure and shutdown pressure at the same time usually. They need to coordinate their burst to score kills (this can obviously become untrue anytime one spec can kill someone at any moment, but that is a major balance issue).

I think that with less CC and more cast-time heals, melee + ranged + healer will combine the interrupts needed to create or turn off pressure - with the CC needed to score kills - and the burst windows to make teamwork important. I suspect that the devs are aiming for this to be true.

Pressure comps: the other comps that were very successful in TBC that we haven't seen in a couple expansions now are pressure comps (I mean, we still see Shadowcleave and Unholyplay, but not very often at gladiator+). Shadowcleave, Unholyplay, Shadowplay, Fireplay, Spicy Chicken, and Ebolacleave are common examples of pressure comps. The idea here is that when CC isn't common enough to create great CC chains, or when healing isn't strong enough to indefinitely keep up with pressure - these comps begin to appear that can PvE enemy teams to death by creating more pressure than the enemy team can handle. Pressure comps can be fun to play - a tad mindless - but most importantly - they are often easily controllable: sitting on the DPS shuts down the pressure.

I suspect the dev team is less aware that a nerf to CC and a nerf to instant heals / infinite mana (instant heals are more usually a problem of spamming instant but inefficient heals because mana no longer matters) is a buff to pressure comps. It could be their intention to fill the lower brackets with these sorts of comps, but make them less effective at higher brackets where coordination will shut down the pressure.

Melee + Ranged + Healer for high rating, and Pressure comps for easy points could be a good model overall - and certainly sounds a Lot better than the current meta of spamming endless CC and spamming infinite instant heals until someone gets globalled (which is why I consider MoP PvP to be the worst PvP expansion ever).